gl_state: Remove clip distances tracking
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@ -872,16 +872,7 @@ public:
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INSERT_UNION_PADDING_WORDS(0x35);
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union {
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BitField<0, 1, u32> c0;
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BitField<1, 1, u32> c1;
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BitField<2, 1, u32> c2;
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BitField<3, 1, u32> c3;
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BitField<4, 1, u32> c4;
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BitField<5, 1, u32> c5;
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BitField<6, 1, u32> c6;
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BitField<7, 1, u32> c7;
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} clip_distance_enabled;
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u32 clip_distance_enabled;
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u32 samplecnt_enable;
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@ -969,16 +969,10 @@ void RasterizerOpenGL::SyncDepthClamp() {
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void RasterizerOpenGL::SyncClipEnabled(
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const std::array<bool, Maxwell::Regs::NumClipDistances>& clip_mask) {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const std::array<bool, Maxwell::Regs::NumClipDistances> reg_state{
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regs.clip_distance_enabled.c0 != 0, regs.clip_distance_enabled.c1 != 0,
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regs.clip_distance_enabled.c2 != 0, regs.clip_distance_enabled.c3 != 0,
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regs.clip_distance_enabled.c4 != 0, regs.clip_distance_enabled.c5 != 0,
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regs.clip_distance_enabled.c6 != 0, regs.clip_distance_enabled.c7 != 0};
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for (std::size_t i = 0; i < Maxwell::Regs::NumClipDistances; ++i) {
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state.clip_distance[i] = reg_state[i] && clip_mask[i];
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oglEnable(static_cast<GLenum>(GL_CLIP_DISTANCE0 + i),
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clip_mask[i] && ((regs.clip_distance_enabled >> i) & 1));
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}
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}
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@ -106,13 +106,6 @@ void OpenGLState::ApplyProgramPipeline() {
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}
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}
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void OpenGLState::ApplyClipDistances() {
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for (std::size_t i = 0; i < clip_distance.size(); ++i) {
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Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
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clip_distance[i]);
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}
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}
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void OpenGLState::ApplyStencilTest() {
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Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
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@ -249,7 +242,6 @@ void OpenGLState::Apply() {
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ApplyFramebufferState();
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ApplyShaderProgram();
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ApplyProgramPipeline();
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ApplyClipDistances();
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ApplyStencilTest();
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ApplyBlending();
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ApplyTextures();
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@ -54,8 +54,6 @@ public:
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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struct {
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GLenum origin = GL_LOWER_LEFT;
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GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
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@ -76,7 +74,6 @@ public:
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void ApplyFramebufferState();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyClipDistances();
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void ApplyStencilTest();
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyGlobalBlending();
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